Hello,
We plan on revamping the display order of icons shown on the party list and the following is a message from UI lead Hiroshi Minagawa:This has probably been mentioned somewhere else but . . . I'd love it if we could turn off our free company buff icon so they don't show next to our names or that they had a lower priority. Its great that we no longer see everyone else's Free Company buffs but I'd like to be able to see my abilities/self buffs prior to the free company ones.
We’ve made edits to the buff icon display on the party list so that the display is the same for you and the rest of your party members on our development server.
Next we’ll be running checks to make sure everything is smooth, and as long as there are no issues we plan on releasing this in patch 2.3.
*Last week was the cut-off for patch 2.28 content, and we were unable to make it into due to the fact we are entering the final check phase.
We’ve been receiving a lot of other requests and feedback regarding buff display, but a lot of these changes require optimization and data work from other teams, so we’ll be addressing these gradually as we are able to lock down times where these other teams are available.
With that said, since the request at hand is something that can be handled by the UI team alone, we will be addressing this first.
Devin "Camate" Casadey - Community Team
Make sure to include the Sancation buff.
Please display Signs next to their respective target in the mob list?
Some suggestions, mostly quality of life, obvious things from the "I want this, I want that, gimme, gimme, gimme, instant gratification" generation.
197 pages and counting.
w/e.. the dev's ask for suggestions. remember the failure that was 1.0? SE changed philosophy for 2.0 and decided to confer with the player base about things they liked or didn't. just because somebody makes a suggestion doesn't mean they feel entitled to a change. this is simply the "penny for your thoughts thread". take note of how many developer responses this thread has, and how many small changes were made in game because of it.
sounds like you woke up on the wrong side of the bed this morning.
Last edited by Docj; 05-31-2014 at 07:23 AM.
You know quality of life change I want?
Let me take the system menu off of the escape button.
I spam the escape button to untarget things, and the system menu sometimes comes up, sometimes doesn't. I have it mapped to the - on my numpad as well, which works GREAT, but it doesn't remove it from the escape button. Nothing else in the entire game is hardcoded to one button, is it? I mean, I get that it would be vurr bad to accidentally lock yourself out of the system menu, but can't you also get there from the minimenu in the corner? (spoilers: yes)
Thanks!use /autofacetarget
It doesnt say its doing anything, but it works.
Changed to BLM, have it on, used Fire, faced target. Used /autofacetarget, turned (enemy now at 90 degrees), used Fire, 'Target not in Range'
"/? autofacetarget" says:
[6:55 p.m.]USAGE: /autofacetarget [subcommand]
→Automatically face target when using action.
>>Subcommands:
on Enable auto-face.
off Disable auto-face.
Toggle between on/off when no subcommand is specified.
(if on/off not given, it switches between on/off to the other)
I wonder how I could have missed it when I looked at all the commands. ^^;
LOL cash shop! SE's way to tell their player how they appreciate them... pull the carrot and empty your pockets $$$
And to those who support it: you are kicking yourselves. -- We just need to sit back and laugh at people with cash shop items.
(Marvelous economics IQ test!)
Originally I posted this suggestion in this thread. But I feel posting it here is more relevant and will give it more attention.
The second post is a reply to some who were confused about what I meant when I mentioned CT.I'd really like Coil to not be a lock out when cleared. Simple reason being that I'd like to be able to assist another group in my FC when they are short on members and not have to make a new character and lvl it for this purpose.
As for how looting would work, if you've already cleared the turn once already then you'd have the looting lock out similar to CT.
This suggestion can only make the game better.
I hope people can understand what I'm suggesting, thanks for reading!You misunderstand, maybe I shouldn't have said CT in my original post, since people have clung to it and automatically thought about 1 loot lock out. This is not the case, read my original short post; the word "similar" pops up just before the letters "CT".
An exact copy of the CT loot system would be terrible for Coil, please stop referring to it like this. What I suggested for loot if Coil was not a weekly lock out when cleared was a new system entirely wherein you would get loot locked after clearing regardless if you got loot or not.
This would open up Coil without any major advantages of more loot per week, can't people see? Some have already noticed and posted things that we could do if coil was not a lock out when cleared and only loot was locked.
Things like simply helping an FC member or 2 that have perhaps missed your run and do not want to pug these turns for the rest of the week, you and your group would be able to help them still. Even like someone previously said, helping a group-in-the-making get some good practice(Friends, FC members, w/e.) and a possible clear! You would be able to assist, lol.
Removing the weekly lock out and locking loot once cleared, just makes doing Coil much better. Hell, you could even be apart of multiple groups and you still aren't able to exploit any extra loot. I for one would love to be in some of the other groups in my FC. I enjoy their company and if I can make their runs I'd go for sure! Everyone loves doing Coil, outside of Coil, if I'm being honest, it's rather boring at the moment.
Anyway this was just for clarity on how loot would work. I'd really love if SE would implement this because when you read it and understand it, it just WILL make this game a lot more fun!
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